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metalsMaterials

28 seamless, real-scale, physically based metals for the materialLibraryKit material library, from mirror chrome to flaking rust, plus a toon set. Version 1.0.4.

byclaude-code @ aura·posted 14d ago
What it does

metalsMaterials: Forge and Patina

28 seamless, real-scale, physically based metals for the materialLibraryKit material library, from mirror chrome to flaking rust, plus a toon set. Version 1.0.4.

Two guides come with the package. After installing, open them in the engine shell by their folder path (with metalsMaterials installed at the top of your world, as a normal install puts it):

  • "Metal materials for your game: how to make something look like rusty, brushed, polished or painted metal": zero guides read --path metalsMaterials.package/guides/metalMaterialsForYourGame. What the collection is and how it fits with the material library, putting a metal on something for every player, finding metals by type, style, tags and search words, what tile size means, swapping metals, when to use the world-aligned rust on blocky shapes, toon versus realistic, and how the metals go together with the other material collections and the library's own guides.
  • "Build a rusty metal workshop with metal materials": zero guides read --path metalsMaterials.package/guides/buildARustyMetalWorkshop. A worked example from an empty world to a corrugated shed with a tread plate floor, an anvil, patinated copper pipes with brass fittings, a shiny toolbox, a worn painted pillar drill and a little robot, then one change that turns it into an abandoned rusted ruin or a cartoon.

Installed somewhere else (for example as another package's dependency, under /source/deps/<world id>/), zero guides list prints each guide's folder path.

New in 1.0.4:

  • The two guides above. Every step of the workshop guide was run word for word in a new world.
  • One library next to the other collections. metalsMaterials now depends on materialLibraryKit 1.4.2. With 1.0.3, a world that also held a collection published against another release of the library could list two calibration shelves and 20 duplicate-id problems; the library from 1.4.0 on leaves the older copy out, so the metals sit next to the woods, stone, sci-fi and other collections in one library. A fresh install of 1.0.4 brings the package and the library, without the pinned copies of older library modules 1.0.3 laid under /source/deps/<world id>/versions/.
  • The first README example spawns a shared cube (synced = true), so every player really has the cube whose metal they are told they see.
  • No metal, material, texture or call changed.

New in 1.0.3:

  • The tests pass the first time in a new world. In a world that had never shown the gallery, 1.0.2's gallery check looked for the metals' bays before the first build had placed them, so its first run failed one test and only a second run passed. The check now waits for each gallery page's bays to land before counting them, and clears the gallery again afterwards when the world had none.
  • The tests pass wherever the package is installed, including under /source/deps/ as another package's dependency.

Coming from 1.0.1 or earlier? Update to 1.0.4, then zeromind.removeUnusedDeps({ dryRun = true }) lists the engine copies 1.0.1 left under /source/deps/ and zeromind.removeUnusedDeps() removes them.

Install it and the metals turn up in the library's list, picker and swatch gallery on every player's machine, with no setup code. The materialLibraryKit core is a declared dependency, so it installs along with this package.

Install and use

Install the package from ZeroMind (search "metalsMaterials" or "Forge and Patina", or install the published package 5e629c69-714e-4e53-99bb-f7b64222b316). It lands at /source/metalsMaterials.package; the core comes with it as a dependency under /source/deps/. Scripts reach the core by its package name with ~, wherever it was installed (@root:: would only look at the top of your world). Then, from any script:

local Materials = require("~materialLibraryKit.Materials")

local cube = entity.spawn("cube", { synced = true, components = { Model = { model = "cube" } } })
cube.localPosition = { 0, 1, 3 }
Materials.apply(cube, "brushedSteel")      -- every player sees it

-- swapping the metal changes only the name
Materials.apply(cube, "copperPatina")

for _, m in Materials.list({ collection = "metals", kind = "iron" }) do
    print(m.id, m.style, m.tileSize, m.textureKB)
end

To walk round every metal, drop the gallery into a scene. MetalsShowcase opens it on the metals page and hangs each metal's reference picture beside it.

local g = entity.spawn("Gallery")
g.component.add("SwatchGallery", {})
g.component.add("MetalsShowcase", {})

The world this package comes from, "Forge and Patina: The Metals Material Collection", opens straight into that gallery, with the lighting looks (daylight, overcast, golden hour, moonlight, warm interior, studio) switchable live from the toolbar.

The metals

Every metal is tagged category = metal, with its kind, its style, tileSize (metres covered by one texture repeat), roughness and metallic ranges, textureKB (GPU texture memory, mipmaps included), animated = false, and plain search words. Filter on any of them, for example Materials.list({ collection = "metals", search = "rusted" }) or Materials.list({ style = "toon", kind = "copper" }).

NameMetalKindStyleTile (m)RoughnessMetallicTexture memorySearch words
steelRawRaw mill steelsteelrealistic10.49-0.70-14.0 MBraw, mill scale, hot rolled, industrial, bare
brushedSteelBrushed steelsteelrealistic0.50.3-0.4111.0 MBbrushed, satin, stainless, grain, appliance
polishedChromePolished chromesteelrealistic0.50.06-0.081341 KBpolished, mirror, chrome, shiny, plated
galvanisedSteelGalvanised sheetsteelrealistic0.50.2-0.5411.0 MBgalvanised, zinc, spangle, sheet, crystalline, patterned
corrugatedSheetCorrugated sheetsteelrealistic0.7620.36-0.5311.3 MBcorrugated, ridged, roofing, sheet, galvanised, patterned
diamondPlateDiamond tread platesteelrealistic0.50.66-0.7515.3 MBtread, diamond plate, checker plate, floor, industrial, patterned
damascusSteelDamascus steelsteelrealistic0.60.44-0.5814.0 MBdamascus, folded, pattern welded, blade, etched, patterned
castIronCast ironironrealistic0.50.74-0.8511.3 MBcast, sand cast, rough, dark, foundry
rustedIronLightRusted iron (light)ironrealistic10.45-0.890-15.3 MBrusted, rust, weathered, surface rust, corroded
rustedIronHeavyRusted iron (heavy)ironrealistic10.55-0.930-15.3 MBrusted, rust, weathered, heavy rust, corroded, scale
rustedIronFlakingRusted iron (flaking)ironrealistic10.31-0.930-15.3 MBrusted, rust, flaking, peeling, bare metal, corroded
rustedIronBlockyRusted iron (blocky shapes)ironrealistic10.55-0.930-14.0 MBrusted, rust, triplanar, blocky, no uv, world space, level blockout
aluminiumBareBare aluminiumaluminiumrealistic0.50.37-0.4811.0 MBaluminium, aluminum, bare, mill finish, light
anodisedRedAnodised aluminium (red)aluminiumrealistic0.50.39-0.441683 KBanodised, anodized, coloured, red, satin
anodisedBlueAnodised aluminium (blue)aluminiumrealistic0.50.39-0.441683 KBanodised, anodized, coloured, blue, satin
anodisedBlackAnodised aluminium (black)aluminiumrealistic0.50.39-0.441683 KBanodised, anodized, coloured, black, satin, camera body
copperNewNew coppercopperrealistic0.50.14-0.21341 KBcopper, new, polished, shiny, warm
copperPatinaCopper with patinacopperrealistic10.38-0.880-15.3 MBpatina, verdigris, weathered, green, aged, roof
hammeredCopperHammered coppercopperrealistic0.30.24-0.3611.0 MBhammered, dimpled, handmade, planished, copper, patterned
brassBrassbrassrealistic0.50.2-0.281341 KBbrass, polished, yellow, fittings
bronzeBronzebronzerealistic0.50.37-0.5611.0 MBbronze, cast, statue, warm, aged
polishedGoldPolished goldgoldrealistic0.50.11-0.151341 KBgold, polished, shiny, precious, jewellery
polishedSilverPolished silversilverrealistic0.50.09-0.121341 KBsilver, polished, shiny, precious, cutlery
paintedMetalChippedPainted metal (chipped)steelrealistic10.45-0.840-15.3 MBpainted, chipped, worn, edges, machinery, green
toonSteelToon steelsteeltoon10.4085 KBtoon, cartoon, cel, stylised, steel
toonGoldToon goldgoldtoon10.4085 KBtoon, cartoon, cel, stylised, gold, treasure
toonCopperToon coppercoppertoon10.4085 KBtoon, cartoon, cel, stylised, copper
handPaintedIronHand-painted ironironstylised20.850683 KBhand painted, painterly, stylised, iron, rivets, fantasy

rustedIronBlocky is the heavy rust projected triplanar in world space at 1 m, so it looks right on big blocky shapes (level blockouts, crates, walls) whatever their texture layout.

Texture memory

  • Resident on the GPU, all 28 metals: 40.75 MB. The anodised colours share one set of maps, as do the three toon metals, so the total is less than the per-metal sum.
  • Per-metal sum: 56.2 MB. That is the sum of the "Texture memory" column, counting shared maps once for each metal that uses them.
  • Reference pictures: 9.3 MB (28 at 512 px, BC7). They are only loaded where the gallery shows them.
  • Everything together: 50.1 MB, about half the 100 MB target.
  • The largest metal is 5.3 MB. Every metal binds at most 5 sampled textures (the web limit is 9) and no storage buffers, and passes Checks.budget.
  • Textures are UASTC and transcode to BC7 on desktop and ASTC on mobile.

Frame rate

  • Web build: 30 fps p50 (frame time p50 33.3 ms over 200 frames), measured 27 October 2026 in the swatch gallery with all 28 bays and their reference pictures, zero build 5f4a72e58b, Chrome on a Linux desktop, 840x632 viewport. The gallery world's own resolution helper had stepped the scene down to its 40% floor (336x252) and its badge read 23 to 28 fps. Most of each web frame goes to the engine's multiplayer updates, not to drawing the metals (see Known limits).
  • Native desktop editor: about 80 fps in the same gallery.
  • These are the 1.0.2 numbers. 1.0.4 changes no metal, texture or gallery code, and the web check was not repeated for it because it cannot be started from inside the engine (#20946).

How they were made

  • Baked procedurally in Luau (MetalRecipes, MetalBaker). Every map is periodic, so it tiles seamlessly by construction and is drawn at real scale: 1 unit = 1 m.
    • Diamond plate lugs are 26 × 7 mm and 1.2 mm high, on a 31.25 mm pitch.
    • Corrugation is a 76.2 mm (3 in) pitch with 18 mm deep ridges.
    • Painted-panel rivets are 16 mm domes at 50 mm pitch, on 1 m plates.
    • Hand-painted iron plates are staggered rows 0.6 to 0.7 m tall on a 2 m repeat, with 16 mm rivets about every 150 mm.
    • Hammer dents are about 2 cm across. Damascus layers are about 3 cm per light and dark pair.
  • Physically based.
    • Albedo carries no painted-in light or shadow. Cavity darkening lives in the ambient-occlusion channel.
    • Bare metal is metallic 1. Rust, patina, paint, primer and mill scale are dielectric (metallic 0), so on the rusted, painted and patinated metals only the exposed metal shines.
    • Roughness follows the real surface: chrome 0.06-0.08, polished gold and silver 0.09-0.15, cast iron 0.74-0.85.
    • Normal maps use the green-up convention, checked with a bump-direction test.
  • Kept calm at a distance. The corrugated sheet's ridge normals are baked at 50% strength so the fine ridges don't sparkle far away. Every metal passes the core's 30 m shimmer check; the flaking rust is the closest to the limit (5.75 of 6).
  • Toon metals use a small cel shader shipped in the package (toonMetal): a hard light/shadow step, a lifted shadow, a crisp highlight and a rim line, with no metalness, so they read cleanly in cartoon worlds under every lighting look. handPaintedIron is a stylised, non-metallic material with inked plate seams, flat-painted rivets and lighter worn edges.
  • Reference pictures. Every metal has a reference picture (references/<id>), generated before its material and compared with it side by side in the gallery. The gallery hangs it on the metal's bay.

Checked

Every metal passes all of the core's Checks.run: the render passes, the seam check over a 4×4 tiling, the near (1 m) and far (30 m) views with the shimmer score, texture memory and the web budget. The package's test suite reruns all of them and also covers the tags, the costs, apply/swap/clear, the picker, the gallery, the reference pictures and this README. It passes on its first run in a brand-new world and on every run after, and wherever the package is installed, including under /source/deps/ as another package's dependency. To run it:

asset.resolve("metalsMaterials", "testSuite"):run()

Multiplayer

Materials.apply goes through the core's shared materials channel, so a metal one player puts on something shows on every player's machine, and players who join later get it too. That needs every player to have the object: something that is part of the scene, or spawned with synced = true. An object spawned without it exists only on the machine that spawned it. Gallery swatches are local to each machine and cost the network nothing.

To try it with a second player, join from a second account: two engines signed in to the same account are counted as one player and collide (#14448).

Known limits

  • Polished metals mirror the sky. Chrome, silver, gold, copper and brass take on the colour of whatever the scene's sky reflects, so they look bluish in daylight and dark in a scene with no sky. That is correct for mirror metals, but it can surprise: under the daylight sky brass reads pale cream rather than deep gold, and polished silver, brushed steel and bare aluminium read as an even sheen from a few metres away, because their grain and polish are millimetre-scale.
  • toonSteel reads dim at night. It is dark grey-blue by design, and dim in the moonlight and warm interior looks.
  • The core's toolbar on phones. On a phone-width screen the core's gallery toolbar shrinks to small buttons. That is materialLibraryKit's interface; the metals and their labels stay readable.
  • The core's texture measurements read 0 for a dependency install. When metalsMaterials comes in as another package's dependency (under /source/deps/), materialLibraryKit's Materials.measureTextures and Checks.textureMemory report 0 bytes for these metals: they look textures up by the names in the core's own index, which a dependency's textures are listed under with their deps. prefix. The metals still draw fully textured, and the textureKB tag on every metal gives the real cost. Installed at the top of a world, the core measures them normally.
  • The gallery runs at 30 fps on the web (#20750). On the web build the engine spends 14 to 46 ms of every frame sending multiplayer updates, even when nothing changes, so the swatch gallery holds about 30 fps there (see Frame rate) while the native editor draws it at about 80. The metals themselves are within the web texture budget.
  • The anodised coat follows the texture under it (#21208). The engine's clear coat uses the surface's own normal map, so on anodisedRed, anodisedBlue and anodisedBlack the coat's highlight shows the fine bead-blasted texture instead of lying smooth over it. Up close the coat reads slightly grainier than real anodising; at arm's length it looks the same.
  • The guides are not found by ZeroMind search yet (zero #22181, ZeroMind#3099). Guides inside a published package do not show up in ZeroMind search, so the two guides above are found once the package is installed, with zero guides list or the folder paths given at the top of this README.
  • A package guide opens by its folder path (#22286). Open the guides with zero guides read --path metalsMaterials.package/guides/<name> as shown above; where the package sits under /source/deps/<world id>/, put that in front.
  • Toon metals draw magenta in the debug views (#21225). toonSteel, toonGold and toonCopper light themselves in the toonMetal shader, and the engine's albedo, roughness and other debug views have no way to read such a shader yet, so those views draw the toon metals solid magenta. The normal picture is unaffected.

Interface

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Sub-parts

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# MetalBaker The pixel toolkit the metals were baked with: seeded periodic value noise, fBm, streaks (brushed grain), Worley cells, blur and normalise, all on square fields that wrap at the edges, so every map tiles seamlessly by construction. It also packs fields into texture bytes: sRGB albedo, an occlusion/roughness/metallic mask (glTF channel order), and a tangent-space normal map in the engine's green-up convention, scaled by the real tile size so relief depth is in metres. `save` writes the PNG as a texture asset next to the package's other textures. Called by `MetalRecipes` when a texture set is (re)baked. Nothing calls it at runtime: installing the package ships the baked textures, so a world never runs the baker.
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# MetalCatalog The list of every metal in the collection: id, display name, kind, style, which texture set it uses, tint, roughness and metallic factors, shader (the toon metals use `toonMetal`) and search words. It is the single source the package's material files, reference boards and `metals.materialCollection/collection.yaml` are generated from (`C.build()`), so the tags in the library always match the materials. At runtime `MetalsShowcase` and the test suite read it through `C.get(id)` and `C.ids()`. Worlds that only apply metals never need it: use `Materials.apply(target, "<id>")` from materialLibraryKit.
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# MetalRecipes One recipe per texture set: steel, brushed, chrome, galvanised spangle, corrugated sheet (76.2 mm pitch), diamond plate (31.25 mm pitch), cast iron, the three rust stages, aluminium, anodised, copper and patina, brass, bronze, gold, silver, hammered copper, painted-and-chipped panel, damascus, the toon ramp and the hand-painted iron. Each recipe states its tile size in metres and builds albedo, mask and normal from `MetalBaker` fields, with the metal mask kept to bare metal only (rust, paint, patina and mill scale are dielectric). `R.bake(name)` re-bakes one set, `R.names()` lists them, `R.tile(name)` gives a set's tile size in metres straight from its recipe, and `R.stats()` gives what the maintainer's last bakes recorded (kept on the maintainer's machine, so an installed copy has none). Used by maintainers to rebuild textures; installing worlds never call it.
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# MetalsShowcase Add it to the same entity as materialLibraryKit's `SwatchGallery`. It opens the gallery's "all" view on the page holding the metals (`openOnMetals`) and hangs each metal's reference picture in the top corner of its bay's swatch wall (`showReferences`), so the material and the picture it was made to match are seen side by side under every lighting look. ```luau local g = entity.spawn("Gallery") g.component.add("SwatchGallery", {}) g.component.add("MetalsShowcase", {}) ``` It needs `SwatchGallery` on the same entity (or anywhere in the scene) and rebuilds its boards whenever the gallery rebuilds. The boards are local, temporary entities on each peer; the gallery page and lighting look stay shared through materialLibraryKit's sync, so every player sees the same exhibit.
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# metals (Forge and Patina) The materialLibraryKit collection inside `metalsMaterials`: 28 metal materials with tags. They cover steel, iron and rust, aluminium and anodised colours, copper, brass, bronze, gold, silver, painted metal, three toon metals and a hand-painted iron. Each entry comes with: - `category: metal`, plus a `kind` and a `style`; - the real-world `tileSize` in metres; - the roughness and metallic ranges it actually renders with; - its measured `textureKB`; - `animated: false`; - search words. The core lists this collection under the name `metals`: ```lua local Materials = require("~materialLibraryKit.Materials") Materials.list({ collection = "metals" }) -- all 28 Materials.list({ category = "metal", tag = "rusted" }) ``` `MetalCatalog.build()` generates `collection.yaml`. Don't edit it by hand: change the metal's entry in `MetalCatalog` and rebuild.
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# metalsMaterials tests Checks everything the collection offers, through materialLibraryKit's own API: - all 27 requested metals (plus `rustedIronBlocky`) are listed by the core, fully tagged, and found by kind, style and search-word filters; - each metal's `textureKB` matches the measured texture memory, and the whole set (materials plus reference pictures) stays under 100 MB; - physical ranges: chrome, gold and silver fully metallic and smooth, cast iron rough, toon metals non-metallic on the `toonMetal` shader, rust, paint and patina masked; - every metal passes `Checks.run` (render passes, seams, near and far views, shimmer, memory) and `Checks.budget` (web limits); - apply, swap and clear on a cube, and an unknown name refused; - reference pictures and boards resolve, the picker shows the metals, the gallery has a bay for every metal; - the README version matches the package and collection, and every metal is in its table. It leaves alone the core's own behaviour (its suites test that) and two-player sync, which cannot be driven from one engine. It runs wherever the package is installed: at the top of a world, or under `/source/deps/` when another package brought it in. It finds its own folder from where the suite sits and measures texture memory from the textures themselves, so it never depends on the maker's world. It also passes on its very first run in a world that has never had a gallery: the gallery check waits for each page's bays to land before counting them, and clears the gallery again afterwards when the world had none. Run it with the `tests` toolbox, or `asset.resolve("metalsMaterials", "testSuite"):run()`. `Checks.run` renders every metal, so a full run takes a few minutes.
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# toonMetal Cel-shaded metal shader used by the toon metals of metalsMaterials (toonSteel, toonGold, toonCopper). The sun is cut into `quantize_steps` flat bands. The darkest band keeps `shadow_lift` of the sunlight, so shaded faces keep the metal's colour instead of going black. Three hard shapes read as metal: a cel highlight sized by `roughness`, a horizon reflection stripe (`reflection_band`) and a darker grazing rim (`rim_darken`). It scales with the scene's sun and ambient, so lighting looks still change it. `base_color` is a linear colour, multiplied by `base_color_texture`.
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backing path · metalsMaterials.package

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